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I made all 3d meshes inside 3ds max and then exported the models in .FBX format. Walls, floors and other static architectural elements I exported as one big mesh. The objects should be unwrapped with a extra uv channel. UE4 uses the first channel to diffuse and the second to bake the lightmaps.Then I imported all meshes to UE4.
UE4 has a good GI engine, the lightmass. You have to configure the lightmap size of each object and then build the lighting.
I spent 2 months to make this project, but I was learning and I have a lot of troubles with blueprints (visual script system)

Is there any way you can further explain your process to a noob like me who's only ever done very short animations using max/vray? I'd love to be able to end up with this type of result using UE4. If you don't have time, perhaps link some good resources for someone like me who has never used UE4 or a gaming engine for this type of work before? I don't care if it'd take months to learn.

Is there any way you can further explain your process to a noob like me who's only ever done very short animations using max/vray? I'd love to be able to end up with this type of result using UE4. If you don't have time, perhaps link some good resources for someone like me who has never used UE4 or a gaming engine for this type of work before? I don't care if it'd take months to learn.

Thanks!

There is no better resource to start in ue4 than their own channel on youtube (https://www.youtube.com/user/UnrealDevelopmentKit)
They have all you need to start up in unreal engine. You may want to skip some tutorials that are oriented more to game developers instead of arch vizs.

We're looking at Lumion, Twinmotion and Unreal 4 as possible realtime render engines.
It seems the process of getting a model from Revit (we're an architectural firm that only use Revit) to a workable asset in Unreal 4 is quite a mission.
That's where Lumion seem much quicker and easier and a lot of content available, compared to Unreal 4?
How to you guys rate Twinmotion - I played around with it, but struggled on bigger scenes.